/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Nefarian
 SD%Complete: 80
 SDComment: Some issues with class calls effecting more than one class
 SDCategory: Blackwing Lair
 EndScriptData */

#include "ScriptPCH.h"

#define SAY_AGGRO               -1469007
#define SAY_XHEALTH             -1469008
#define SAY_SHADOWFLAME         -1469009
#define SAY_RAISE_SKELETONS     -1469010
#define SAY_SLAY                -1469011
#define SAY_DEATH               -1469012

#define SAY_MAGE                -1469013
#define SAY_WARRIOR             -1469014
#define SAY_DRUID               -1469015
#define SAY_PRIEST              -1469016
#define SAY_PALADIN             -1469017
#define SAY_SHAMAN              -1469018
#define SAY_WARLOCK             -1469019
#define SAY_HUNTER              -1469020
#define SAY_ROGUE               -1469021

#define SPELL_SHADOWFLAME_INITIAL   22972
#define SPELL_SHADOWFLAME           22539
#define SPELL_BELLOWINGROAR         22686
#define SPELL_VEILOFSHADOW          7068
#define SPELL_CLEAVE                20691
#define SPELL_TAILLASH              23364
#define SPELL_BONECONTRUST          23363                   //23362, 23361
#define SPELL_MAGE                  23410                   //wild magic
#define SPELL_WARRIOR               23397                   //beserk
#define SPELL_DRUID                 23398                   // cat form
#define SPELL_PRIEST                23401                   // corrupted healing
#define SPELL_PALADIN               23418                   //syphon blessing
#define SPELL_SHAMAN                23425                   //totems
#define SPELL_WARLOCK               23427                   //infernals
#define SPELL_HUNTER                23436                   //bow broke
#define SPELL_ROGUE                 23414                   //Paralise
class boss_nefarian: public CreatureScript {
public:
    boss_nefarian() :
            CreatureScript("boss_nefarian") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_nefarianAI(pCreature);
    }

    struct boss_nefarianAI: public ScriptedAI {
        boss_nefarianAI(Creature *c) :
                ScriptedAI(c) {
        }

        uint32 ShadowFlame_Timer;
        uint32 BellowingRoar_Timer;
        uint32 VeilOfShadow_Timer;
        uint32 Cleave_Timer;
        uint32 TailLash_Timer;
        uint32 ClassCall_Timer;
        bool Phase3;

        uint32 DespawnTimer;

        void Reset() {
            ShadowFlame_Timer = 12000; //These times are probably wrong
            BellowingRoar_Timer = 30000;
            VeilOfShadow_Timer = 15000;
            Cleave_Timer = 7000;
            TailLash_Timer = 10000;
            ClassCall_Timer = 35000; //35-40 seconds
            Phase3 = false;

            DespawnTimer = 5000;
        }

        void KilledUnit(Unit* Victim) {
            if (rand() % 5)
                return;

            DoScriptText(SAY_SLAY, me, Victim);
        }

        void JustDied(Unit* /*Killer*/) {
            DoScriptText(SAY_DEATH, me);
        }

        void EnterCombat(Unit * who) {
            DoScriptText(RAND(SAY_XHEALTH, SAY_AGGRO, SAY_SHADOWFLAME), me);

            DoCast(who, SPELL_SHADOWFLAME_INITIAL);
            DoZoneInCombat();
        }

        void UpdateAI(const uint32 diff) {
            if (DespawnTimer <= diff) {
                if (!UpdateVictim())
                    me->ForcedDespawn();
                DespawnTimer = 5000;
            } else
                DespawnTimer -= diff;

            if (!UpdateVictim())
                return;

            //ShadowFlame_Timer
            if (ShadowFlame_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_SHADOWFLAME);
                ShadowFlame_Timer = 12000;
            } else
                ShadowFlame_Timer -= diff;

            //BellowingRoar_Timer
            if (BellowingRoar_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_BELLOWINGROAR);
                BellowingRoar_Timer = 30000;
            } else
                BellowingRoar_Timer -= diff;

            //VeilOfShadow_Timer
            if (VeilOfShadow_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_VEILOFSHADOW);
                VeilOfShadow_Timer = 15000;
            } else
                VeilOfShadow_Timer -= diff;

            //Cleave_Timer
            if (Cleave_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = 7000;
            } else
                Cleave_Timer -= diff;

            //TailLash_Timer
            if (TailLash_Timer <= diff) {
                //Cast NYI since we need a better check for behind target
                //DoCast(me->getVictim(), SPELL_TAILLASH);

                TailLash_Timer = 10000;
            } else
                TailLash_Timer -= diff;

            //ClassCall_Timer
            if (ClassCall_Timer <= diff) {
                //Cast a random class call
                //On official it is based on what classes are currently on the hostil list
                //but we can't do that yet so just randomly call one

                switch (urand(0, 8)) {
                case 0:
                    DoScriptText(SAY_MAGE, me);
                    DoCast(me, SPELL_MAGE);
                    break;
                case 1:
                    DoScriptText(SAY_WARRIOR, me);
                    DoCast(me, SPELL_WARRIOR);
                    break;
                case 2:
                    DoScriptText(SAY_DRUID, me);
                    DoCast(me, SPELL_DRUID);
                    break;
                case 3:
                    DoScriptText(SAY_PRIEST, me);
                    DoCast(me, SPELL_PRIEST);
                    break;
                case 4:
                    DoScriptText(SAY_PALADIN, me);
                    DoCast(me, SPELL_PALADIN);
                    break;
                case 5:
                    DoScriptText(SAY_SHAMAN, me);
                    DoCast(me, SPELL_SHAMAN);
                    break;
                case 6:
                    DoScriptText(SAY_WARLOCK, me);
                    DoCast(me, SPELL_WARLOCK);
                    break;
                case 7:
                    DoScriptText(SAY_HUNTER, me);
                    DoCast(me, SPELL_HUNTER);
                    break;
                case 8:
                    DoScriptText(SAY_ROGUE, me);
                    DoCast(me, SPELL_ROGUE);
                    break;
                }

                ClassCall_Timer = 35000 + (rand() % 5000);
            } else
                ClassCall_Timer -= diff;

            //Phase3 begins when we are below X health
            if (!Phase3 && HealthBelowPct(20)) {
                Phase3 = true;
                DoScriptText(SAY_RAISE_SKELETONS, me);
            }

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_nefarian() {
    new boss_nefarian();
}
